I'm slightly annoyed Matoya and to a lesser extent Krile didn't get any face time yet, I thought they'd have something to do with sending us to the First after recruiting Matoya's help in the Stormblood epilogue stuff, not to mention Y'shtola going by "Master Matoya" in the trailer being a big dumb red herring that meant nothing.
I hope Matoya gets some time to shine in the patch story.
I'm slightly annoyed Matoya and to a lesser extent Krile didn't get any face time yet, I thought they'd have something to do with sending us to the First after recruiting Matoya's help in the Stormblood epilogue stuff, not to mention Y'shtola going by "Master Matoya" in the trailer being a big dumb red herring that meant nothing.
I hope Matoya gets some time to shine in the patch story.
Desperately hoping Krile doesn't get stuck in whatever the new Eureka is this xpac.
Between her getting kidnapped and being shipped off to that hell hole I barely interacted with her in SB.
+1
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IlpalaJust this guy, y'knowTexasRegistered Userregular
edited August 2019
Miqo'te
Shadowbringers spoilers
I can't believe how much of stuff like the cinematic trailer and the E3 trailer were just big fucking trolls. "Master Matoya", "When did we last have a dark (k)night?", using actual darkness to break through the light
Ilpala on
FF XIV - Qih'to Furishu (on Siren), Battle.Net - Ilpala#1975
Switch - SW-7373-3669-3011
Fuck Joe Manchin
When I found out it was just the name she took up to join this darkness religion because they don't speak their true names in the light...I was a little disappointed
Ast's healing is fine since the savage raid unlock balance pass, at least, it's just the card system people are still unhappy about.
Honestly, the cards are effective (they justify the time you put into them) the mechanic is interesting without being frustrating (you still have to deal with the RNG, but the worst-case scenarios can be mitigated) it works with the class (AST has short casts so you can fit in oGCDs) and the animations are good. It's just that you get to the end of all that and the big pay-off is "6% DPS for 15 seconds."
Honestly I find it weird that none of the healer classes have a true DPS rotation. They're required to DPS for harder content to be beatable, but that just means spamming one attack button.
Ast's healing is fine since the savage raid unlock balance pass, at least, it's just the card system people are still unhappy about.
Honestly, the cards are effective (they justify the time you put into them) the mechanic is interesting without being frustrating (you still have to deal with the RNG, but the worst-case scenarios can be mitigated) it works with the class (AST has short casts so you can fit in oGCDs) and the animations are good. It's just that you get to the end of all that and the big pay-off is "6% DPS for 15 seconds."
Make it give a regen and a shield as well, that stack separately from your other effects.
Or rather, each symbol you lined up gives one of the effects.
Ast's healing is fine since the savage raid unlock balance pass, at least, it's just the card system people are still unhappy about.
Honestly, the cards are effective (they justify the time you put into them) the mechanic is interesting without being frustrating (you still have to deal with the RNG, but the worst-case scenarios can be mitigated) it works with the class (AST has short casts so you can fit in oGCDs) and the animations are good. It's just that you get to the end of all that and the big pay-off is "6% DPS for 15 seconds."
Honestly I find it weird that none of the healer classes have a true DPS rotation. They're required to DPS for harder content to be beatable, but that just means spamming one attack button.
The problem with adding in more buttons for dps, enough to compromise a rotation, would add 3-5 additional buttons to jobs that already have over 24 total abilities. It could work if done as part a full expansion redesign, but seems unlikely in a mid-expansion patch. I could see it working as part of a design push to balance healing and dps from the Healer jobs, but I wouldn't see easy things to do to strongly differentiate the feel of the three jobs in both healing and damage dealing.
Could have one or all three gain a resource while doing damage that modifies or increases healing/mitigation in some way.
0
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admanbunionize your workplaceSeattle, WARegistered Userregular
Ast's healing is fine since the savage raid unlock balance pass, at least, it's just the card system people are still unhappy about.
Honestly, the cards are effective (they justify the time you put into them) the mechanic is interesting without being frustrating (you still have to deal with the RNG, but the worst-case scenarios can be mitigated) it works with the class (AST has short casts so you can fit in oGCDs) and the animations are good. It's just that you get to the end of all that and the big pay-off is "6% DPS for 15 seconds."
Honestly I find it weird that none of the healer classes have a true DPS rotation. They're required to DPS for harder content to be beatable, but that just means spamming one attack button.
The problem with adding in more buttons for dps, enough to compromise a rotation, would add 3-5 additional buttons to jobs that already have over 24 total abilities. It could work if done as part a full expansion redesign, but seems unlikely in a mid-expansion patch. I could see it working as part of a design push to balance healing and dps from the Healer jobs, but I wouldn't see easy things to do to strongly differentiate the feel of the three jobs in both healing and damage dealing.
Could have one or all three gain a resource while doing damage that modifies or increases healing/mitigation in some way.
Sure. I'm thinking specifically about AST, which has six(?) buttons devoted to an oGCD rotation that does nothing but generate DPS buffs.
turtleantGunpla Dadis the best.Registered Userregular
Roegadyn
Healers should not have anything near a true DPS rotation, and don't need it either.
If you want to do damage, play DPS. Healer DPS is something you do when you have time.
If healers had true rotations, then the game would have to be balanced around them doing those rotations well while ALSO keeping the team alive. And, no thanks.
All 3 healers could probably do with another attack ability, but not much more than that.
The AST card system is really the same problem. It's 6 buttons (draw, play, redraw, sleeve draw, minor arcana, and divination) that need fairly easy to reach hotkeys and don't do anything to help AST's healing. But because their personal DPS is garage compared to SCH and WHM they have to make good use of it to be on even footing. So AST has to commit to doing all that, while also keeping people healthy.
Also sort of related, AST's heals are just kinda harder to use optimally. Compare earthly star or Essential Dignity to like, Assize and Tetragramaton. They're essentially the same thing but harder to use. On the class with an annoying RNG sub system.
+5
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admanbunionize your workplaceSeattle, WARegistered Userregular
I guess my point is that that's fine. There's nothing wrong with there being a hard-mode healer class in the game to go alongside WHM just like WAR and GNB both exist. The problem with AST is that they wanted to make a hard-mode healer class but couldn't figure out a way to fit that into the very limited healer paradigm, so they end up with a mechanic that's complicated and challenging, but unsatisfying.
I would really like a melee healer class that uses damaging abilities to buff it's heals. Something like Warhammer Online's Disciple of Khaine/Warrior Priest but designed to fit FFXIV's combat systems.
turtleantGunpla Dadis the best.Registered Userregular
Roegadyn
I think the idea classes are or should be designed to be "hard mode" or "easy mode" is pretty misguided. All classes should have similar skill floors, and not to dissimilar skill ceilings.
Also, if you ARE going to decide to make the skill floors for certain classes way higher than others, you damn well better make it that way to start. ARR to HW Dragoon comes to mind as an example of dicking that up pretty bad.
I don't really view AST as "hard mode" so much as I view it as an attempt to introduce a Gambler style class into the traditional MMO paradigm. In a single player game you can make it be goofy and full RNG because it's a singleplayer game. But when it's an MMO where the option is to play a class without that feature, it needs to have a lot of tools to mitigate and smooth out that RNG. Their current solution uses the current amount of buttons and while it's not entirely elegant it does manage to capture that feel of rummaging through random options to optimize things. Obviously it's not quite the same as what it was pre-Shadowbringers, but "everyone wait before every pull for the AST to shuffle their way to AOE Balance" was not something that could stay.
I don't really view AST as "hard mode" so much as I view it as an attempt to introduce a Gambler style class into the traditional MMO paradigm. In a single player game you can make it be goofy and full RNG because it's a singleplayer game. But when it's an MMO where the option is to play a class without that feature, it needs to have a lot of tools to mitigate and smooth out that RNG. Their current solution uses the current amount of buttons and while it's not entirely elegant it does manage to capture that feel of rummaging through random options to optimize things. Obviously it's not quite the same as what it was pre-Shadowbringers, but "everyone wait before every pull for the AST to shuffle their way to AOE Balance" was not something that could stay.
Which is annoying cause if you were just doing normal mode stuff you never had to do that.
what if old AST but with a button that just gives you AOE balance instantly but can only be used out of combat or the first 15 seconds of combat or something?
I guess that would still have the problem of RNG feast and famine in the rest of the fight
hahahaah fuck, not listing the Midgardsormer mount as a quest reward during the meeting with Tiamat was genius, it totally surprised the hell outta me and now have a sick Dragon mount
Posts
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
cheater
the second tweet there is a response to me saying the same thing
pls report him bahamut
I hope Matoya gets some time to shine in the patch story.
She is now blind, but is using her abilities to use flow of aether in the world to see ala Daredevil at the cost of her own life force?
Cause
Damn
That both rules and sucks
That's the gist of it, yeah. It's actually something that stays relevant too.
Everybody look at your pants~
Between her getting kidnapped and being shipped off to that hell hole I barely interacted with her in SB.
Switch - SW-7373-3669-3011
Fuck Joe Manchin
Deny? I am not wont to run from my troubles. Until our friend arrives, I shall hold the line
Ast's healing is fine since the savage raid unlock balance pass, at least, it's just the card system people are still unhappy about.
Dance party!
Whenever we get a party with a bunch of SMN/SCHs, I'll call out in party chat "Go Team Bookworm!"
Honestly, the cards are effective (they justify the time you put into them) the mechanic is interesting without being frustrating (you still have to deal with the RNG, but the worst-case scenarios can be mitigated) it works with the class (AST has short casts so you can fit in oGCDs) and the animations are good. It's just that you get to the end of all that and the big pay-off is "6% DPS for 15 seconds."
Honestly I find it weird that none of the healer classes have a true DPS rotation. They're required to DPS for harder content to be beatable, but that just means spamming one attack button.
Make it give a regen and a shield as well, that stack separately from your other effects.
Or rather, each symbol you lined up gives one of the effects.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
The problem with adding in more buttons for dps, enough to compromise a rotation, would add 3-5 additional buttons to jobs that already have over 24 total abilities. It could work if done as part a full expansion redesign, but seems unlikely in a mid-expansion patch. I could see it working as part of a design push to balance healing and dps from the Healer jobs, but I wouldn't see easy things to do to strongly differentiate the feel of the three jobs in both healing and damage dealing.
Could have one or all three gain a resource while doing damage that modifies or increases healing/mitigation in some way.
Sure. I'm thinking specifically about AST, which has six(?) buttons devoted to an oGCD rotation that does nothing but generate DPS buffs.
https://www.youtube.com/watch?v=KG_JORkIvAo
If you want to do damage, play DPS. Healer DPS is something you do when you have time.
If healers had true rotations, then the game would have to be balanced around them doing those rotations well while ALSO keeping the team alive. And, no thanks.
All 3 healers could probably do with another attack ability, but not much more than that.
The AST card system is really the same problem. It's 6 buttons (draw, play, redraw, sleeve draw, minor arcana, and divination) that need fairly easy to reach hotkeys and don't do anything to help AST's healing. But because their personal DPS is garage compared to SCH and WHM they have to make good use of it to be on even footing. So AST has to commit to doing all that, while also keeping people healthy.
Also sort of related, AST's heals are just kinda harder to use optimally. Compare earthly star or Essential Dignity to like, Assize and Tetragramaton. They're essentially the same thing but harder to use. On the class with an annoying RNG sub system.
Also, if you ARE going to decide to make the skill floors for certain classes way higher than others, you damn well better make it that way to start. ARR to HW Dragoon comes to mind as an example of dicking that up pretty bad.
Which is annoying cause if you were just doing normal mode stuff you never had to do that.
got to floor 195 before wiping
I guess that would still have the problem of RNG feast and famine in the rest of the fight
MY EMOTIONS
OH I WANNA KILL ALL THOSE ARCHBISHOP CRONY MOTHERFUCKERS
What got you?
https://na.finalfantasyxiv.com/lodestone/topics/detail/9f5bfb8b683f7effd92178a67b97c59a7d1d9fb0/
You can keep them if you earned/bought them, but you won't be able to earn/buy them any more.